Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization IV > Civ4-General > Vectored Production
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
22.Sep: BLUE IS OCEAN, GREEN IS GRASS
22.Sep: SMAC-LIKE UN COUNCIL CONFIRMED
21.Sep: GERMAN `ANONYMOUS` LAUNCHES

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
frekk is offline frekk
Chieftain

Jan 2003
time: 05:18
  Old Post 22-11-2004 02:06
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Vectored Production Support Apolyton, buy Civilization III: Complete

This is another idea I had with regards to transportation.

Anyone ever play Warlords 2? Remember vectoring?

Basically, the idea is simple. You have a screen (in this case, the Transport Minister, but possibly it could also be done from within the City Screen as well) where you can select a city, and then select a destination city. Routes are shown by lines, and departure and arrival cities are coloured differently (so you know which ends of the vectors are which).

All production from a city that is vectoring automatically arrives at the target city. Presumably, this wouldn't be possible for any city not connected by road or a harbour or airport; sort of like resources work now.

The computer automatically calculates the time it takes for the unit to get there, and vectoring units don't show up on the map at all, until they appear at the destination.

Possibly certain techs, as well as the movement rates of the units themselves, could factor into determining the time it takes to arrive.

This way, no more "mass crawl" effect. Long distance movement is abstracted.

Using vectors would be optional (you could still move on roads and such) but to discourage micromanagement, it would be a bit faster to vector.

Also, if you clicked on a destination point, you could then move the destination point to another city so you wouldn't have to reroute all your vectors but you could just pick them all up at once and define a new city as the rally point with two clicks.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:18
  Old Post 22-11-2004 02:18 Visit Trip's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Got spare money?

How is this different from normal gotos and rally points?

The only differences I can see is that there's a screen to track everything that's going on (something that can easily be added to gotos and rally points as they exist now), and that using this system results in more movement. But why add the extra movement for using the system that could so easily be adapted to what already exists?

The only real difference I see is that units don't appear on the map, but I don't see why that's such a problem.

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:18
  Old Post 22-11-2004 02:36 Visit Modo44's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Help yourself to an AD-FREE life

You don't want to hide units on automatic movement. They might be going through, or near, battlefields and should not be able to do so without problems. And you'd have trouble calculating the impact of this automatic movement on other "normal" movement. Also, a transport might be redirected while en route - that's what wars can do.

If you don't like the animations, turn them off - there's an option. Personally I have turned off showing my automate movements. Now they are pretty much invisible (units show up in places where their movement points are used up, but not while they are moving).

The good idea would be to have a screen for showing and controlling the automatic gotos. Currently they are a mess.

frekk is offline frekk
Chieftain

Jan 2003
time: 05:18
  Old Post 22-11-2004 02:53
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton buy from Amazon

The other option is to rework rally points altogether.

Currently you can set them by city, or one continental rally point.

What I'd like to see maybe is customizable rally points.

You can still set individual rally points for cities, but let's say you replace the continental rally point with up to 10 numbered rally points.

Each rally point could be defined to have set parameters, for instance, it could be told to rally all new units, rally only new attack units, rally all new naval units, rally all units on Sentry, and so on. Also, you could have an option to "Rally all units now", which would summon all units which are not fortified.

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:18
  Old Post 22-11-2004 03:09 Visit Modo44's homepage!
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton buy from Amazon

For anything more complicated than a continental rally point, I need some easier way to do it. Clicking on each city on a huge map is simply not an option for me. Having a separate screen for this would be really nice.

As for other options in rally points, this is difficult. Games differ and players differ. The more complicated you make the system, the less people will use it (or even bother to understand the options), because they simply might not need specialized options. Simplicity, like in Warlords, is key here, IMO.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:18.
Apolyton Time is 00:18.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0406 seconds (87.11% PHP - 12.89% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net